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On 2008-06-26 10:59, Bardiche wrote: Well it wouldn't be entirely fair. Some people got combat pres when it was easier to get, most people have more bombing pres now that it is easiest to get, and so forth. Making it ridiculously high only benefits the people who had an easier time getting prestige earlier, or who made use of flaws in the game's design. The idea of raising badges appeals to me, though. Perhaps you can also just raise Gold requirements, as they are a bit low, as far as I'm concerned. I'd rather not a 10k goal be set, though, as I know many others that have difficulty reaching even 1k in combat/engineering. Personally, I think we should try out with 5k. Heck, maybe throw in a 10k badge for the Assault-class Dreadnoughts, though they are more of a niche ship in 1.500 than Always Relevant ships. I say 5k because 8.6k (my current amount) was hard enough to get when fighting mostly Dread VS Dread, and I often challenged the Luth who give hull fast as heck. (as well as delicious AI Dreads) I don't wnat to think of newcomers as being forced to get that high with nothing but Cruisers at their disposal, under quite likely less than favorable conditions.
On 2008-06-26 11:18, YIIMM wrote: We could simply reduce the relative power gap between classes, the point of beta has always been for people to test setups and get a good game as a result, with the holy grail of "balance" being one of the goals along the way. Redoing the layouts or tweaking the weapons/armour stats in ships would take time, but then again it's been done with near enough every new release, and reorganising the badge structure hasn't.
On 2008-06-26 11:49, CrashDown wrote: badge etc requirements are fine imo, especially considering that you cant actually get gold combat or gold supply at all in this version since you come into the MV and you see exactly 1 person on your team and that your littel supply ship.
specialization etc are only feasible in a game like eve which has 10k + online at one time.
On 2008-06-26 14:52, Deltaflyer *OPS* wrote: rob thats a stupid idea, why limit yourself in this game when you know you will miss out on other features?
-- RE: Original Topic If its that bad we just have to either gimp Dreads manoverability, prestige, or the tracking/speeds of their weapons abit more. We haven't even had a real test situation yet have we? In a real situation I am pretty sure cruisers will target (majority of them) the same dread to put it down fast. Again has anyone thoroughly tested Range + Speeds + Manoverability + weaving around other dreads in a decent combat situation seriously? Currently it just looks like speculations, We need alot more testers in at the same time, on an organized time table to try it, AI and 3 vs 2's wont do it. Also, can't the game (Release) be patched later on with the new GCQL so that over time it could passively be tested with an actual playing playerbase? Only problem I agree with would be point jumping, If weapons could be disabled for 3-5 seconds after jumping it would give the enemies who are aware of it time to turn/jump/target. Or randomize abit the end jump point by a few 100 GUs.
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